Melly-Mel's Calendar System - Printable Version +- Save-Point (https://www.save-point.org) +-- Forum: Material Development (https://www.save-point.org/forum-8.html) +--- Forum: Scripts Database (https://www.save-point.org/forum-39.html) +---- Forum: RPGMaker XP (RGSS) Engine (https://www.save-point.org/forum-116.html) +---- Thread: Melly-Mel's Calendar System (/thread-3124.html) |
Melly-Mel's Calendar System - DerVVulfman - 12-10-2010 Melly-Mel's Calendar System
Ver 1.8 Introduction Based on designs by Kylock and features employed by Near Fantastica in his original system, this Day Night system gives the user mastery over the time system in his project. By manipulating the script's configuration section, one can control how fast time runs in the game, the actual increments used, and even how many months there are in a year. The creator has full control over the game's calendar. Not only that, you can program weather patterns based on months or dates of your choice. Of course, using a [SET WEATHER EFFECTS] event works as normal. Demo Right here Script The Script Instructions The instructions are in the script. Mostly packed around each value and array you can edit. Based on: Near Fantastica's Day/Night and Kylock's Time System Credits and Thanks Thanks to PK8... (among other aliases)... for requesting a time script that included weather control, which I added to this script. To Near Fantastica and Kylock for the basics of this Day/Night script. And to Kalier, who gave me a few ideas while discussing fun game features. Also to Yin who gave me the idea of making a switch system useful for event switches like night-time campfires or lamp post lights. And thanks goes to both Kalier and Rosair who wanted a revision of the Switch system to allow for multiple switches which can be controlled by the time system. Finally, thanks to Rosair for noticing a bug related to the day-overlap function that interefered with the script's game switch toggling system. Terms and Conditions The system is designed for royalty-free usage in private, shareware and commercial games. RE: Melly-Mel's Calendar System - deValdr - 12-10-2010 Good work. Why Melly Mel's? :D RE: Melly-Mel's Calendar System - Kristovski - 12-11-2010 all of his scripts are named after co workers RE: Melly-Mel's Calendar System - DerVVulfman - 12-11-2010 Almost all. Marie, Mimi (chan), Mary, Magey-Mage.... it goes on. RE: Melly-Mel's Calendar System - Yin - 12-13-2010 Umm. I was in the config trying to set the time speed. 10 was too fast and 9 was too slow. So I put 9.5 and that screwed everything up, but time went at a decent pace. By screwed everything up, I mean this: Everything else was default. Oh, and I think RMXP is $30 now. It was last time I checked. RE: Melly-Mel's Calendar System - DerVVulfman - 12-14-2010 Urp. You used floating point? I never thought anyone would set that speed value by that. In any event, you can use a combination of the speed setting and working with 'seconds in a minute'. Oh, and BUMP to version 1.2
RE: Melly-Mel's Calendar System - Kirito - 12-14-2010 try adding .to_i to the year value, and that should get rid of the floating point places. RE: Melly-Mel's Calendar System - Yin - 12-15-2010 Since the seconds never show up anywhere, I just adjusted the seconds to be shorter for the minute. It works out fine and doesn't break anything. RE: Melly-Mel's Calendar System - DerVVulfman - 12-16-2010 BUMP Now it's version 1.3 I adjusted all the values so .to_i and hits 'em all where applicable. No weird 9.5 speeds. And I came up with a condition system that refreshes the game map system when (and if) the daylight/night-time RMXP switch is turned on/off. (the one I added the last bump). No needing to add $game_map.refresh = true kiddies. The demo shows the switch in action. RE: Melly-Mel's Calendar System - habs11 - 02-21-2011 Hey DerVVulfman, As always, great script, and as usual, I had a question for you about enhancing the script. Is it possible to skip manually to a specific time? For instance, let's say I want to do a night scene. I was wondering if I could manually set the time to 11:00pm to simulate the Twilight phase. Now you have enabled us to use the commands to speed up time until it gets to night, however in the game we don't know exactly what time it is going to be when the player reaches that part in the game. For all we know it could already be twilight, dawn, day, dusk, etc. So you can see the issue here is that it would be impossible to enter a command to speed/slow the time of day to get it to exactly what is desired. Let me know what you think. Thanks for your consideration. |